HANDLE_INPUT:
	LDA #$01
	STA NES_CONTROLLER_0
	LDA #$00
	STA NES_CONTROLLER_0

INPUT_READ_A:
	; Player 1 - A
	LDA NES_CONTROLLER_0
	AND #@00000001
	STA VAR_LAST_A_0
	BEQ HANDLE_INPUT_END


INPUT_HANDLE_GAMEPLAY:
	LDA VAR_DINO_STATUS
	CMP #DINO_STATUS_STAND
	BNE HANDLE_INPUT_END

	; start jump
	; JMP MarkDinoJump
	; TODO set jump status
	LDA #DINO_STATUS_JUMPING
	STA VAR_DINO_STATUS
	LDA #DINO_INIT_JUMP_VELOCITY
	STA VAR_DINO_VELOCITY

	; A: add by column id for randomize the seed
	; generate random seed
	LDA VAR_RANDOM_SEED
	ADC VAR_COLUMN_ID
	STA VAR_RANDOM_SEED

HANDLE_INPUT_END:
	RTS
